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RE: Master Wishlist Thread

 
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RE: Master Wishlist Thread - 12/25/2011 10:45:21 PM   
Gelatinous Cube


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quote:

Instead of alraming player each time a ship encounter a space creature, instead of making alarm,
leave a mark on the map which tells the player the type and number of space creature observed there.


My god, this is the best idea i've seen yet.

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RE: Master Wishlist Thread - 12/26/2011 3:31:44 PM   
Shark7


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Ability to quarantine planets/areas/systems to keep from spreading plagues, or to have ships avoid areas of known danger (space creatures). Could be done with a right click menu...bring up a list of choices like quarantine, blockade, etc.

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Post #: 1382
RE: Master Wishlist Thread - 12/26/2011 8:48:59 PM   
Awaras

 

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I'm guessing it would be too difficult to implement firing arcs for weapons (would need a major rework of the design screen), but I would love it if the combat could be made a bit more visually interesting. Right now, ships fire all their weapons from a point in their middle. I would suggest that all ships should have a couple spots that are used to fire weapons from. For custom ships, this could be handled just like the placement of engine plumes and position lights - a single pixel of a certain color.

(in reply to Shark7)
Post #: 1383
RE: Master Wishlist Thread - 12/27/2011 1:17:19 AM   
Gandalf

 

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The Build Order Screen needs a Clear All function

(in reply to Awaras)
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RE: Master Wishlist Thread - 12/27/2011 12:25:56 PM   
Pymous

 

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quote:

ORIGINAL: Gelatinous Cube

quote:

Instead of alraming player each time a ship encounter a space creature, instead of making alarm,
leave a mark on the map which tells the player the type and number of space creature observed there.


My god, this is the best idea i've seen yet.


This!
Please remove the alarm sound it's too intrusive and we hear it 95% of play time when at war.

(in reply to Gelatinous Cube)
Post #: 1385
RE: Master Wishlist Thread - 12/29/2011 8:51:18 PM   
Astax

 

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Client functionality:
-- A function (perhaps a keybind) to undo last "go To Location"  So I can go somewhere to see whats going on like after colonizing, queue some buildings, then go back to what I was doing earlier

-- Scroll bar for the Info window on the bottom left (Probably requested before!)

-- Add the troop picture in troop units summary screen.

-- In ship design: When holding down shift and clicking the > arrow to add a component you should add 5 instead of 1. When holding down ctrl you should add 10. Same thing fro removal.


Galaxy map:

-- Rogue planetoids: Planets outside confines of solar systems. Or systems where all planets orbit a large gaseous planet instead of a star

-- Binary and Trinary systems: Self explanatory :)

-- Wormholes: Offer a shortcut travel across the map. Go in one end come out the other :) [I know already requested]

Lore:
-- Two new races: One Gaseous that inhabits gaseous planets. One Mechanical that inhabits Barren planets, and large asteroids. (Later they could become race families even :) ) [Similar thing already requested]

-- Explorer characters: Join exploration vessels to boost them and boost the rewards you can get from ruins. So can even minimize the negative effects. Also they increase a chance of a hint as to what awaits at a location beacon discovered at ruins :)

-- Add crews to ships: Based on the race of the planet where ship was built. Crews have special racial bonuses. Can maybe have diverse crews, where the officers core can be mixed if its from a mixed planet like: Captain is Human, Engineer something else, weapons officer like a Boskara with bonus to torpedoes. Other officers can be navigator and engineer or scientist (for advanced weapons bonus). We can also have an academy building for planets that ensures best crews on ships. Add also new type of command center modal that is an AI, where ships will not have crews and need to life support.

Planets and planetary buildings:

-- Gaia class planets: Extremely rare. Give great bonuses, make populations naturally happy. Can be colonized by all native types without research. Right now there is really no need to move your empire's capital. Having really awesome planets like this out there would give you an incentive to move your capital late game.

-- Mixed planets: Planets with two or more environment types. Can be colonized more readily, but to get maximum population you would have to either research proper tech or mix species of the appropriate native type.

-- Planet building: Missile silos: Launches best missiles you have against enemy ships. Suborbital torpedo launchers: Same thing but launches torpedoes.

-- More population policy, where u can actually do it by race. Also make it so you can declare the main race of a planet instead of it defaulting to most populous race. This can have a side-effect of unhappiness.

Tech and research:

-- Unique component paths that are triggered by ruins. Only one ruin for each component path spawns in galaxy, first ones that discover the ruin can begin researching this path. These would be kinda like the component equivalent of the bonus government types.

-- New ship systems: Tractor beams to hold or slow escaping ships. Repulsion beams to push enemies away. Self destruct modules.

-- Troop techs: Troops could be designed and upgraded. Many new techs available in botht heir own tree and branched off other techs. Troops would contain their base race [So once you design one troop, you can build it anywhere and the troop is filled with local population but has designated equipment], plus added equipment like combat suits, weapons, shields, armor. You can create a troop for each environment type. Like I would design a troop for continental planets for example: It would have combat suit, a personal shield, and phased rifle. Then you would design one for Ocean environment: It would have a pressure suit (bonus for Ocean environments), a personal shield, and a Gauss rifle (bonus for Ocean environments). Your colonies would in general create troops of their native environment, because they would be most resilient. But you would have option to create units of other environments. You should be able to tell your troop transports what kind of troops to load in priority.

Ships and fleets:

-- There should be a way when you other ships to be built via the hammer menu to set all the ships in the invoice to a new fleet, and have that fleet be selected after you hit purchase. This would make it so easy to create defensive fleets for new systems, or conjure up a quick attack fleet.

-- There should also be a button to create a defensive fleet when you select a planet, system or a base. When you hit that you get brought up an option to either construct new ships or use existing ships, and you select quantity. Then the game creates a defensive fleet automatically.

-- Menu option for enemy planets/bases: Assign a fleet to attack this. This will give you a list of current fleets, or you can select new fleet and be prompted to either create one from existing ships or build new ships. The new fleet will get an order to assemble first, then queued attack order.

I have many more, but I seem to forget them while not playing the game lol.


< Message edited by Astax -- 1/7/2012 1:26:25 AM >

(in reply to Pymous)
Post #: 1386
RE: Master Wishlist Thread - 1/1/2012 6:23:30 PM   
makotech222

 

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1. Allow an extra increase in the game speed, like 8x
2. Allow a way to increase max research potential, either via modding or in game bonuses

(in reply to Gelatinous Cube)
Post #: 1387
RE: Master Wishlist Thread - 1/2/2012 9:38:32 AM   
Master_of_Orion

 

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1. More realistic or adjustable (starting new game) passanger transports and colony ships. I think 36M people on one passanger ship and 100M on a colony ship are not possible. It's ok for a "fast game" - new colonies gets high population after a short time. But for anyone who likes a "marathon game" the number of passengers should be thousands and not millions.

2. Barren planets colonizable (it's more difficult to colonize a volcanic planet)

3. many more docking bays an constructions yards on planets (depending on planet development/population level)

4. Terraforming facility slowly increases the planet quality above the naturally maximum (100% -> 125%, 75% -> 100%, 25% -> 50% or something like this). The amount of improvement depends on the tech level

5. More planet defense facilities (missiles silos and bases for fighters and bombers - the number of missiles/fighters/bombers increases with higher planet development/population level - a very high developed planet should have enough firepower to fight several ships)

6. Settlement policy for planets to force immigration of the own race also when population is to high for normal immigration. And/or to control the moving of population (certain number and race) from any owned planet to any other owned manually

7. Experience levels for ships and bases

8. Bombers and bombard weapons (planetary shield protects) can attack defense facilities on planets

< Message edited by Master_of_Orion -- 1/5/2012 11:02:59 PM >

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Post #: 1388
RE: Master Wishlist Thread - 1/6/2012 1:51:10 PM   
qqqqqq666

 

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The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.

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Post #: 1389
RE: Master Wishlist Thread - 1/6/2012 2:49:02 PM   
Nedrear


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quote:

ORIGINAL: Master_of_Orion

2. Barren planets colonizable (it's more difficult to colonize a volcanic planet)



I can tell you one volcanic planet - mercury - in our system which got a chance to live there without getting steamrolled by cosmic rays. He got a magnetosphere above 1km over the surface, our earths is even bigger. The rest is totally crushed by the sun. Most barren rocks are missing water or atmosphere because they get steamrolled by solar winds. Compared to Mars (Nearly barren rock) or to our moon (Rock) you could actually survive there with artificial atmosphere and a good air conditioner on mercury. On Mars and Moon you will die of cancer or cosmic radiation pretty soon. Therefore you have to build magnetic shields with a strong current or thick lead walls.
Most rock planets are rocks and without water and atmosphere because they lack magnetospheres. Hot, inner rotating volcanic planets got a higher chance to have a decent magnetosphere. Therefore your science argument is pretty much nonsense.
Both are hell to live at...

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RE: Master Wishlist Thread - 1/6/2012 3:43:32 PM   
Deggial

 

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I recently bought "Legends". One thing (amoung others) I like, are the nice new ship graphics. They are awesome!

I have two proposals, concerning ship graphics:

1. Let the player choose his prefered design when starting a new game
As I dind't had enough time to explore the game, I don't know yet if every race has it's own design or if designs are given randomly, when starting a new game.
So *if* the designs are not race specific (but maybe even then!) I would like to be able to choose my own prefered design when starting a new game. (Flags can be choosen, too - even if they are race specific!).
I know it's possible to choose new designs when designing new ships. But to change *all* of your ships and stations is... oh well...

2. Implement a design-sets-filter in the "Ship Design Screen"
There are even more ships in "Legends" than there where in "RotS". That's great!
But the consequence for the design-screen is, that the scrollbar in the "design-choosing-window" gets really long.
What about having a filter (right at the top of the design visualization at the upper left) with the options "All", "Set 01", "Set 02",...

This would make it easier to discriminate start and end of a certain design, too.

--

PS: I hope, this was not proposed earlier, as I hadn't the patience to read all the 47 pages, to be honest.
And I hope, my proposal is not regarded as too mundane, as I know there might be more important issues.

< Message edited by Deggial -- 1/6/2012 3:59:13 PM >

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Post #: 1391
RE: Master Wishlist Thread - 1/9/2012 8:57:13 AM   
Master_of_Orion

 

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quote:

ORIGINAL: Nedrear


quote:

ORIGINAL: Master_of_Orion

2. Barren planets colonizable (it's more difficult to colonize a volcanic planet)



I can tell you one volcanic planet - mercury - in our system which got a chance to live there without getting steamrolled by cosmic rays. He got a magnetosphere above 1km over the surface, our earths is even bigger. The rest is totally crushed by the sun. Most barren rocks are missing water or atmosphere because they get steamrolled by solar winds. Compared to Mars (Nearly barren rock) or to our moon (Rock) you could actually survive there with artificial atmosphere and a good air conditioner on mercury. On Mars and Moon you will die of cancer or cosmic radiation pretty soon. Therefore you have to build magnetic shields with a strong current or thick lead walls.
Most rock planets are rocks and without water and atmosphere because they lack magnetospheres. Hot, inner rotating volcanic planets got a higher chance to have a decent magnetosphere. Therefore your science argument is pretty much nonsense.
Both are hell to live at...


I know, what you mean but I think in game a bad plantet environment (also water must be imported) is shown by a plantet quality under 50%.
Venus and our Moon is an good example. It's better there's no atmosphere than one which is very hot and toxic. I'm sure, a colony on our moon is possible.
You are right, the cosmic radiation is a problem but it's not impossible to build a save colony (for example subterranean) and don't forget, there could be barren planets and moons, which are distant enough from the sun - the solar wind is no problem.
It's expensive to hold a colony on a planet with a quality under 50% and therefore it's in deficit.

What do you think about that?

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RE: Master Wishlist Thread - 1/9/2012 9:05:30 AM   
feelotraveller


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I would like a way to tell systems that I have visited from those that I have explored (for resources) completely. Would it be possible to have a different colour? Currently I find that I have to write down the name of all systems which I visit but pass on before exploring entirely in the search for colonisable worlds. I end up with lists of dozens, perhaps hundreds (depending on the map/conditions) of systems and I'm sure I forget to write the odd one down. Perhaps a pale yellow or pale orange colouring on the system name?

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Post #: 1393
RE: Master Wishlist Thread - 1/9/2012 9:24:22 AM   
J HG T


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From: Kiadia Prime
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quote:

ORIGINAL: qqqqqq666

The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.



quote:

ORIGINAL: feelotraveller

I would like a way to tell systems that I have visited from those that I have explored (for resources) completely. Would it be possible to have a different colour? Currently I find that I have to write down the name of all systems which I visit but pass on before exploring entirely in the search for colonisable worlds. I end up with lists of dozens, perhaps hundreds (depending on the map/conditions) of systems and I'm sure I forget to write the odd one down. Perhaps a pale yellow or pale orange colouring on the system name?


+1 on both of these. Good ideas!

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Post #: 1394
RE: Master Wishlist Thread - 1/9/2012 10:36:03 AM   
onomastikon

 

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quote:

ORIGINAL: qqqqqq666

The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.


You mean: it's not like that already?? *gasp* I thought it was! Seconded!

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Post #: 1395
RE: Master Wishlist Thread - 1/9/2012 10:51:23 AM   
PDiFolco

 

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Please please at least revamp the crappy Ship design window ! It wasn't in RotS, still not in Legends ... 

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RE: Master Wishlist Thread - 1/9/2012 2:29:52 PM   
qqqqqq666

 

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From: Greece
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quote:

ORIGINAL: qqqqqq666

The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.



And extending this, we should be able to re-order/delete the items in this super-queue when needed.

< Message edited by qqqqqq666 -- 1/9/2012 2:30:26 PM >

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Post #: 1397
RE: Master Wishlist Thread - 1/9/2012 7:25:46 PM   
Master_of_Orion

 

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Better allocation of passanger ships. They make a (instead of flying to different colonies) colony almost empty (76M - short time before 2500M) and there are still 160 ships waiting. And now these 160 passanger ships are blocked for a loooooooooooooooooooooong time.
The capital planet has maximum population but there is no passanger ship


< Message edited by Master_of_Orion -- 1/10/2012 8:24:19 AM >

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Post #: 1398
RE: Master Wishlist Thread - 1/10/2012 9:06:45 PM   
Harry2

 

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quote:

ORIGINAL: qqqqqq666

The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.



Not sure about this one. What's to prevent the constructors from spending most of their time (and fuel) criss-crossing the map from one job to the next?

For efficiency there needs to be a balance between constructor availability, location of job and location of required resources. I would hope that the AI already calculates the optimum choice of constructor for each job based on these three criteria, and that's why some constructors have more qued jobs then others.

I don't know if that's actually the case though.

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RE: Master Wishlist Thread - 1/11/2012 7:04:02 AM   
feelotraveller


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The constructor decision making could certainly do with some work, Currently the constructor goes to the spaceport nearest to the build location gets what resources it can and then goes to build. Sometimes you get the ridiculous situation where a constructor ignores the spaceport (s) on its route with all the resources it requires to fly past the build location to another spaceport (S) which lacks some of the resources and then flies back to do a partial build.

c---s----b--S



You can micromanage your way around the problem (give constructor order to build base near s and then cancel and reassign to real location once it has loaded the required resources) which is fine at the start of the game (although a PITA) but later on with 20+ constructors and stuff happening all over the galaxy it becomes next to impossible.

As for the original queueing problem, how about manually selecting the constructor you want to queue? A little effort but solves the problem.

(in reply to Harry2)
Post #: 1400
RE: Master Wishlist Thread - 1/11/2012 11:27:43 AM   
qqqqqq666

 

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quote:

ORIGINAL: Harry2


quote:

ORIGINAL: qqqqqq666

The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.



Not sure about this one. What's to prevent the constructors from spending most of their time (and fuel) criss-crossing the map from one job to the next?

For efficiency there needs to be a balance between constructor availability, location of job and location of required resources. I would hope that the AI already calculates the optimum choice of constructor for each job based on these three criteria, and that's why some constructors have more qued jobs then others.

I don't know if that's actually the case though.


Well, i proposed a simple guideline... There should be some AI involved in the way the next job is selected...

(in reply to Harry2)
Post #: 1401
RE: Master Wishlist Thread - 1/15/2012 9:53:52 PM   
x2yzh9

 

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You know, I think it'd be pretty nice to have a 6x or 8x speed. I'm not sure if it's moddable, though even if it is I'm horrible at coding.

(in reply to Gelatinous Cube)
Post #: 1402
RE: Master Wishlist Thread - 1/17/2012 1:01:43 AM   
05angels

 

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I would like to be able to place my pointer over the fuel bar of a ship in the bottom left corner of the main screen when the ship is selected and have a tooltip pop up telling me what fuel type it requires.

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Post #: 1403
RE: Master Wishlist Thread - 1/17/2012 10:46:44 AM   
Deggial

 

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A couple of days ago, I mentioned in another thread, that I don't own "Legends" and therefore don't want to propose whishes in this thread, as I don't know whether or not things changed in the newest expansion.

Well, this altered in the meantime and I have plenty of fun with "Legends". And there *are* changings done, making my former proposals obsolete.

One thing though didn't change and as I sense it as *very* annoying, I want to repeat my proposal here as a whish:

Acoustical alerts

Definitive needed in an real-time based game!
The Problem: Constant warnings lead to a desensitization. After a very short time you just think: "Oh well...!" and ignore them all together - and may miss really important battles. (At best. To be honest: The never ending flood of alarms start to annoy me to death!)
My proposal: Introduce multiple warning levels. Have different alert sounds (and pictures) for each level. Create options, which level of alert shall be referred to the player.

For example:
Level 1: Attacks that lead to easy evasions (eg. exploring ship contacts a space creature). During a war, I don't want to know, if an explorer encountered a slug!
Level 2: Pirate attacks on mining stations.
Level 3: Enemy contact (in war) with inferior enemy forces that probably will be overwhelmed.
Level 4: Enemy contact (in war) with superior enemy forces that probably will crush *your* fleet
This levels should be seen as proposals only. More levels / other rules are thinkable, of course.

As proposed by another forum member, little flags on the main map for discovered space creatures would be great! Especially, if there are my proposed warning levels and the first level is disabled.

< Message edited by Deggial -- 1/17/2012 4:54:51 PM >

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Post #: 1404
RE: Master Wishlist Thread - 1/19/2012 12:18:49 AM   
Arkblade


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1.
can change character portraits at any time.(like names)
it mainly for random characters.

2.
can putting any character(both predefined and random) in in-game editor.
and can change character skill and traits in in-game editor.

3.
if races have unique portraits leader.
that shows instead of general race portraits.
(empire and diplomacy... exclude random character)

and allow defined random character portraits to "not race general portraits".

< Message edited by Arkblade -- 1/22/2012 1:43:37 AM >

(in reply to Deggial)
Post #: 1405
RE: Master Wishlist Thread - 1/22/2012 3:10:14 AM   
Arkblade


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- New Character Types.
1. Captain
  he can assign each ship.
  work like "Fleet Admiral" for each ships.
2. Flight Leader
   he can assign each ship or fleets that contain fighters.
   work like "Fleet Admiral" for fighters of that ship or fleets.

(in reply to Arkblade)
Post #: 1406
RE: Master Wishlist Thread - 1/22/2012 7:35:51 PM   
coxville


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May have missed a way to do this or it may have been mentioned somewhere back in the mists of this thread (I am new to the game and life is too short to read them all).

I use certain standard mini fleets for guard duties on systems and outposts etc but at the moment have to order the ships built, find them in the ship list and assign them to a fleet and then give them orders. Could the Build Order screen have a box where you could create/add to fleet and if a fleet was selected, everything ordered that time would become that fleet or be added to that fleet?

(in reply to Arkblade)
Post #: 1407
RE: Master Wishlist Thread - 1/23/2012 2:44:59 PM   
Harry2

 

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This may have already been lited but:

A better way to access known fuel resources on explored (but not colonized worlds) in order to send Resupply ships (which also need their own button on the left-side management panel).

I was prepping to invade colonies located in an adjacent star cluster, a fair distance so I needed a heavily armed forward refueling base. Process was as follows:

1. Opened Expansion Planner, opened Sort Resources by Galactic Requirement, filtered to Caslon
2. To find a planet close to the invasion site I had to note the distance from my Homeworld to the target enemy planet
3. Sort the list on the Distance column
4. Scroll down to the distance range as noted above, and click on each listing to find one where needed AND with a good supply
5. Select the best planet, make note on paper of name
6. Close screen and open left-side panel Ships list
7. Scroll down list searching for Resupply ships (which are scattered throughout the list ), hover mouse over each to note location (by the strobing circle)
8. Select closest, search for noted planet, zoom in and Deploy the Resupply ship

Is there an easier way to do this, even without an improvement to the resource UI?


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Post #: 1408
RE: Master Wishlist Thread - 1/24/2012 11:38:58 PM   
feelotraveller


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Harry2 - use the Galactic map to find needed fuel sources. 'G' from main screen to open, then use drop down menu to list resources... required fuel. The location of all known sources in galaxy will be shown in yellow on galactic map. You can then select each source from this map to check other info.

In the ships list first do a sort by type to group all resupply ships together.

This should make it easier.

(in reply to Harry2)
Post #: 1409
RE: Master Wishlist Thread - 1/25/2012 3:50:54 PM   
Harry2

 

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quote:

ORIGINAL: feelotraveller

Harry2 - use the Galactic map to find needed fuel sources. 'G' from main screen to open, then use drop down menu to list resources... required fuel. The location of all known sources in galaxy will be shown in yellow on galactic map. You can then select each source from this map to check other info.



OK thanks. I'll try this.

As for the ships screen, I know you can sort on "ship type" but it covers the main map so that you cannot see where the ships are (?, writing this without actually having DW open to check, so I may be mistaken). Thats why I like using the ships list accessed on rthe left side of the main map, even if the ships cannot be grouped.

That seems to a recurring issue with DW: there are diferent several ways to do specific things but each way has its own advantages and drawbacks. There are few "perfect" methods.

Keeps it interesting

(in reply to feelotraveller)
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